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I just posted a comment about the hit bug miss thing. That being said, if you download the game and play it that way, there is literally 0 way to quit or return to main menu. You have to alt f-4 out of it.

I know that there is no indication but you can press K to end the game whenever you want. This is just a provisory measure

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Apart from fixing bugs, do you plan new content? I recently reached round 500 because once you get to 60 every single round is exactly the same and I scale faster than enemies do so I just got an autoclicker clicking the first upgrade and I got into the point where I barely saw enemies. It was fun to see the fire with every single upgrade but it lost the meaning knowing I've been fighting the same enemies for over 400 rounds. It's fun.

(+2)

Yes there is going to be more content. I plan on implementing meta progression like a skill tree or something similar. And of course more augments and enemy types. I want the game to have around 10 hours gameplay

ok, yeah, there is a big issue with attacks not registering, I started a new run and my attacks are very accurate but not fast at all, and some attacks are still not regstering

My attacks were so fast barely any of them were registering and I died

this seems like a problem in the new version. Can I ask what platform were you playing in? Windows, Android, HTML?

Browser, so I think HTML?

This seems like a recurring error for the HTML players. Im gonna try to solve this but try and see if this happens on the windows version as well

This 100% occurs even in the downloaded Windows version. My best guess is once you get past 8-9 bullet speed some projectiles don't count as landing. And its a lot more egregious once you reach 20 bullet speed. 

For example, the fast red worm stages, you need enough bullet speed to hit the ones on the top half of the map, but regardless of your bullet speed any red worms that spawn on the bottom half you will endlessly miss. The red worm stages are by far the most dangerous levels especially considering the miss bug. 

If you don't have Orbital Flames and/or the bouncing lightning attack, the red worms that spawn from the bottom will hit you regardless, a number of times. The adds that spawn from the bottom should move slower (if thats even possible to make happen) since its so much closer to your flame and hitting things in general when they are the bottom is where a lot of the hit issues occur. 

Dude, if the game saved on Android after you closed it so yu can continue the run later that'd be fire. With that in mind 9/10 🤙 

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That is definitely doable, Im gonna keep that in mind

Thanks!!

It decided to target  enemies further away and let some enemies kill me :(

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It should automatically target the nearest enemy until they die. You can click on enemies to manual target them

thank you for helping me figure out what i did!

For me, I have a bug where sometimes while on fast forward, sometimes hits won't register. This is also only with high bullet speed (both with and without orbital flame. I (and this is an educated guess) think that this is framerate problem, and might be able to be solved by maybe extending the hitbox from the previous frame to the current frame, so on higher fps the hitbox will be normal, but on lower fps the hitbox will be longer to accommodate for the lost frames. Please don't take my word for all this, this could 100% be the stupidest thing I've ever said.  

What you guessed isn’t properly wrong, it is mainly due to the time given to process hitboxes. I think I know exactly why this is happening since I’ve only changed one thing in the enemies from v1.1.1 to v1.1.2 and that was removing rigidbodies. Once I deploy the next version I make sure that it doesn’t happen 

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If you manage to find a bad thing about this game except that it is not fully developed yet, call me.

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Suggestion: The aim mechanic seems pointless since you can get it about as good as it can get in about 10 rounds and it seems necessary to progress; it would be nice if aim over 100% increased crit chance.

Since there is already a crit mechanic, this could either work with that mechanic or it could be called Precise Strike or something like that

I love this game, excited to see where it goes. I'm curious whether you are the only dev, because if so, wow. 10/10

PS: Floating point glitch on Statik Energy proc % after a few upgrades

You mean in the Effects tab right? I've noticed that it can happened in certain percentages, it's an easy fix fortunately

Thank you for playing the game! I know the accuracy thing is kind of pointless, it is only in the game because this was originally a college project for a statistics course. Could you elaborate on that idea of mixing the accuracy and crit chance? 

And yes, as of now, I'm the only dev

Sure. The mechanic of accuracy is the percentage chance you will hit your target and deal 1x damage (not literally, but it works similarly to that I would assume).  If the bonfire got good enough aim, it might be able to hit the enemies just right to deal maximal damage (or hit them just right to ignore armor, like real life). This mechanic would allow accuracy to go beyond 100. Another option would be to get rid of the critical chance silver/ gold upgrade and just make the crit chance based on accuracy.

Since this isn't a very good thing to have for most synergies, perhaps you could add a purple effect upgrade that gives you a chance to skip cooldown on the next shot if you get a precise strike (so you fire your next shot immediately after a precise hit lands) Something like:

Chance of 50% to skip fire cooldown on precise strike

Of course, this would still have a tick cooldown so the game doesn't crash, and the chance of this happening could not be increased to keep it from looping, but precise strike chance could get up to 100%, or 1000% accuracy.

fun game 10/10

(+1)(-1)

we need a carry over system or something something to help you grow stronger from run to run

(+3)

I don't think anyone has said this so far so I want to say it so it doesn't get overlooked. I just want so say how much I appreciate the fast forward button. Especially in lieu of meta progression (which I'm very excited to hear you are planning) successive playthroughs are far more doable thanks to that button.

(+2)

Thanks a lot man feels good to hear

I have been absolutely loving this game, but as I've been playing, as I get to higher levels of accuracy, I stop dealing damage. I've noticed it mostly only happens against the snakes, but not just them. 

I am playing on the web version, so that might be the cause, but other than that, fantastic game, and I hope to see it grow.

It appears that that bug has happened to other people as well. I’m trying to see what I can do because not hitting your shot especially against the red caterpillars is frustrating. Either way thank you a lot for the feedback

I got the Tier 3 random augment ability and got Fire Dance for each one

You can get repeated augments in the +N random augments so that is not a bug. I would say that you are lucky because +180 attack speed in 1 round is pretty good

the game froze after I finished a round

Just giving you a heads up, currently the worms from wave 35? onward (the red ones) are gaining invincibility for some reason. I am not sure if this is intentional or not but I was hard targeting them and they weren't taking any damage or having the cold effect applied. I played prior to this past weekend and didn't notice it happening.

Hmm, it might be a bug in the current version. I will try to see what caused it and fix it. Do you, perhaps, have a clip or something so I can see it better?

I did not have a clip, however I just tried to recreate it and it seemed to be working fine. I almost wonder if it had something to do with the upgrades I had chosen, I had Orbital, Freeze, and armor shred all levelled somewhat high along with bullet speed of 12x. It happened that the worms were making it through Orbital (which is somewhat normal) and then they would make it right next to me, no longer moving, and the shots would be raining down on them but doing nothing as they chipped away at me. Eventually the game would allow damage on them after I would get hit 3 or 4 times from each.

(2 edits) (+1)

I was able to get it to happen again, I attached the video, it seemed to only happen during Fast Forward if that helps at all, on regular speed it didn't seem to happen. (Sorry for the horrible quality and music lol)

If you slow the video to 0.25 speed you can see it quite clearly.

Yep, the video is quite clear, not even one of the fireballs was registered, and I saw that sometimes the orbital flames wouldn't register as well. I'm gonna try to fix that. Which version was this? Android, Windows, or HTML?

I noticed the first time that it would eventually kick in but this time around it didn't even register once which was odd, this was on HTML (Google Chrome specifically) I may try it on Android at some point as well, I can give feedback if I notice it there as well, but maybe it's just a browser based issue.

(+1)

Will the updates apply to all versions like html and windows and mobile?

All updates will apply to windows and mobile in some way or another. The html version will eventually be just a demo since Im not particularly focused on optimizing it

(+1)

excitied about the update, might make a video on it soon!

(+2)

The Rogue-lite update will take a while because I intend to release it all at once. But in the meantime, I will be adding some new abilities and code optimizations. If you end up making a video about it tag me afterwards :)

do you have a yt you want me to link?

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As of now I don't, I will make one for some more detailed devlogs that are not just bug-fixing

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whenever i picked up the purple upgrade that lets you have 3 gold augments, the augments didn't show up in the augment tab. they visually didn't appear on the augments tab but on the effects tab, i saw it did make my lava pool bigger

edit: after awhile, nothing was still updating on the augments tab, but the effects and stats were still updated

(1 edit)

I've updated the game and changed some things. Previously, the most recent augments were displayed on the right, but now they are on the left. For more changes, you can see the v1.1.2 changelog.


edit: If this problem still persists plz tell me again

(+2)

game is an easy 10/10, just a couple notes. there is a really annoying glitch where in the web version if you leave the tab or scroll to the comments you don't deal any damage, but the enemies do, which has ended many of my runs prematurely. also, maybe add a bit of metagame content, like a currency to unlock new cards when you die. because right now dying is super frustrating. also armor breaking is ridiculous, i reached the gray turtles and did 40 damage per shot, unlocked the armor shred and instantly started doing 200 dps. 

(+1)

There will most definitely be meta-game content in the future. Regarding the HTML bug, I highly suggest using the Windows/Android versions as the final product will not be deployed to HTML. Consequently and unfortunately, I'm not particularly focused on solving HTML-based problems.

thank you for replying!
i have nothing else to add, besides a reminder that your game is very fun!

(+2)

it would be nice to see how much dmg my orbital balls are doing, also the random soft locks at higher levels are annoying. Otherwise, the game is great

In the future, there will be more pages in the final stats to show each of your ability's stats. For example, you will be able to see how much damage and how many pools your Lava Pool ability has generated. 

I have a theory for why the soft locks happen. If you double-click an augment when picking it you will get soft-locked in the next round. I have already fixed this issue but I haven't deployed that version yet.

that soft lock theory makes sense, it crashes the game on web when you do that

Enjoying this game quite a bit! As a note for the Windows version, it'd be nice if there was an option to play in windowed mode. Otherwise, no complaints so far.

Thanks for playing! I'm gonna keep that in mind, shouldn't be too difficult

(+1)

Fun game. I look forward to to the rogue-lite elements.

There's an odd behavior I noticed in the "Assasin's Path" effect - the armor penetration had very little effect until I got close to 100%. I went from doing ~80 dmg to ~300 from 60-100%. I'm guessing the armor damage reduction doesn't scale linearly, but it's frustrating to have that effect do almost nothing until you can stack enough armor pen.

Also, once you do get that effect near 100%, that makes Shredding Flames useless. Since Assassin's Path has the additional effect of executing enemies on low life, I'd suggest maybe adding a different secondary effect to Shredding Flames as well so it will still do something even if you have both effects. IMO Shredding Flames is stronger especially at lower levels, so if there is some secondary effect it shouldn't be too strong.

(+1)

the Assassin's Path skill was not really tested that much to be honest so there might be some bugs. I will test it out and see if it's working properly.

And yes I agree that Shredding Flames becomes useless at 100% armor penetration, I plan to eventually cap the armor pen at around 50% just like the execution.

(2 edits) (+1)

Yo, to get back on this, I was studying the way I implemented the armor pen which is:

(And yes, I know this can be simplified by canceling out the EnemyMaxHealths)

If we consider the following:

  • Turtle's Armor: 50
  • Turtle's MaxHealth: 1500
  • Base Dmg: 50

Then the Effective Damage plot would end up like this:


This is all to say that you were correct and indeed doesn't scale linearly, I will try to fix this in a future update


Edit:

I think I got it


(+2)

Im sure I can keep playing, since all the skills are fully pumped, but Im bored just sitting and watching my blue light burn turtles ;D 200 round 

(+1)

how in the holy nova did you do this? :O

(1 edit) (+1)

In the first stage, I pumped up the shooting speed and bullet speed, and also pumped up the damage & accuracy a little. Then, on the first ability, I chose vampirism, and started pumping only it. After a few improvements, vampirism will heal you a lot (!) of health almost every shot. After that, when the pumping of vampirism reaches its limit, it will be much easier, and even a bunch of turtles that come close to you will not be able to kill you, since you are constantly being treated. And then everything will go much easier, and it will be fun to pump in the rest of the abilities.

(1 edit) (+1)

Yeah, I'm having like a god like run right now (actually since yesterday, have it open in the background).
am currently at level 154 or something, but basically I cant  die anymore since those turtles jsut die before they can even touch .

Only reason why I am not further is cause I have to switch back to the game every now and then and click an upgrade.
and my notebooks fans running pretty wild, so dont wanna risk it shutting down due to heat.

but basically could get any score I want with enough time.
if you reach level 60, you have basically made it :-)

Edit: I'm currently level 338 and still counting :-)

Still seem to have 1 ability left to get though, luck wasnt on my side yet to have it offered

(+1)

the turtles really thought they could revert cimate change

Nice game, made it to like wave 20 in my first try (those turtles jsut take way too many hits to kill)
all following tries jsut get worse and worse.
I'm surprised I dont even die to a bunch of snakes yet :-/

The "snakes" in rounds 30-35 are the real deal

Haven't really found any good path there...

I mostly buy damage upgrade, like higher reload speed, damage speed, etc.
or shotgun shot or such.

but this only works a certain time :-(

may be dumb but i think gamble augments give what they say+1 could be wrong tho (html)

(+1)

They are working correctly as far as I know.

The +N gamble augments are able to pick themselves, as such, if you pick the silver augment that gives you +2 random silvers, the random silvers that you get can be another +2 random silvers, and so on.

wait thats OP,  why?

Tbh when I was coding I didn't even realize that was happening until a Reddit thread started discussing the meta. And yes, that is indeed OP, I'm still trying to balance the game a bit. I pretend to remove this feature in the future as a nerf,  while also make it so "Warm Soup" doesn't appear while you are at full health as a buff.

Love it!

(1 edit)

I really love the game, there are a few QoL things I would love to see added (or even add myself if you are willing to collaborate). I just ran into my first bug, I softlocked after killing every enemy at round 108 the augments screen did not come up. (in the downloaded version)

(+1)

Good but feels very rough aiming nd auto aim gets less and less reliable

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the windows download doesn't seem to be working

I can't understand what's going on in that screenshot. Did this problem occur while downloading it or playing the game?

when I go to download via the itch.io app, it isn't showing the windows version, and for some reason, clicking the download button there isn't working either, I guess I should probably try without the app lol

this game is great! it would be nice to be able to click on enemies to select which one you can attack though :>

you can

oh wait my mouse was unplugged and i didn't notice :>

oopsie daisie

(+1)

I just beat the game i think, anyways, you should make a discord for all your projects

(+1)

love this game so far! Incase you are willing to fix the html crashes, you always get a crash when you double click an upgrade. It'd also be cool for this to be a rougelite instead of rougelike.

just noticed you said you were turning it into a rougelite lol, whoops

hey! is the effect of Flamethrower retroactive? or is it optimal to wait until your flame per second is already high to take it

Its definitely better to take it once you have around 3-4 atk speed

(+1)

Other additional content ideas:
- bestiary
so we can see the stats of the different enemies we encounter (and see how to strategize against them)
- compendium of upgrades
so we can see what our options are as we encounter them and think of synergies we might wanna try

Yes, that will definitely be added in the future thank you!

All I see in Windows version is a black screen. Browser version works, but it's so laggy, that it's a slide-show.

(1 edit) (+1)

I am REALLY enjoying the game, some runs are kinda just a bust when my luck is bad, but! the good runs are so good it's worth having the occasional bad egg.
I like the graphics and the gameplay too!

Is there any Meta Progression planned? 
having some sort of currency (embers perhaps?) to a skill tree or power up shop that will affect every run?

(+1)

Yep, that is definitely on the to-do list as a priority! Actually, I was just gonna use simple coins as currency, but honestly, I like your idea best.

The problem that I have right now is coming up with a good meta-progression system. My first idea is to be able to increase certain augment caps and/or initial base stats. The second is to develop sort of like skill trees for the ability-related augments. For example, the lava pools can be upgraded in 4 distinct ways (size, damage, duration, probability), as such, some of these you would have to unlock through the skill tree.

If anyone has suggestions I am all ears!

(1 edit) (+1)

Could do "basic" upgrades to affect stats
+5% accuracy 0/5
+5% hp 0/5
+5% attk spd 0/5
+5 armor 0/5
+0.5 bullet spd 0/5

so they'd cap out @ 25% which is a decent starting point
more expensive ideas'd be like. 

+3% chance to get gold attribute cards on lvl 0/5 (caps @ 15%)
+1% chance to double card bonus for the level (caps @ 5%)
+1 banish 0/3 (so we can banish a card we dont have to see again if it doesnt fit our builds)

somethng like that. that way you dont have to make a dozen "skill trees" for each upgrade path, you just change the chances we get something better on lvl up.

Those are some good ideas. I have also been thinking on being able to upgrade the augment itself: Let's imagine the silver atk speed augment gives +20 atk speed at the start of the game. Then, with some meta-upgrades, you would be able to turn that card into a more powerful version.

Right now I'm still optimizing the game and want to add a couple more abilities but after that, I will focus primarily on this rogue-lite topic

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